30 lines
1.2 KiB
C++
30 lines
1.2 KiB
C++
/*******************************************************************************
|
|
The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
|
|
Technology released in source code form as part of the game integration package.
|
|
The content of this file may not be used without valid licenses to the
|
|
AUDIOKINETIC Wwise Technology.
|
|
Note that the use of the game engine is subject to the Unreal(R) Engine End User
|
|
License Agreement at https://www.unrealengine.com/en-US/eula/unreal
|
|
|
|
License Usage
|
|
|
|
Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
|
|
this file in accordance with the end user license agreement provided with the
|
|
software or, alternatively, in accordance with the terms contained
|
|
in a written agreement between you and Audiokinetic Inc.
|
|
Copyright (c) 2023 Audiokinetic Inc.
|
|
*******************************************************************************/
|
|
|
|
#pragma once
|
|
|
|
#include "AkInclude.h"
|
|
|
|
struct FGuid;
|
|
class FString;
|
|
|
|
class AKAUDIO_API ISoundBankInfoCache
|
|
{
|
|
public:
|
|
virtual ~ISoundBankInfoCache() {}
|
|
virtual bool IsSoundBankUpToUpdate(const FGuid& Id, const FString& Platform, const FString& Language, const uint32 Hash) const = 0;
|
|
}; |